How to save assets that are loaded in runtime?

Is there any way to save runtime-loaded assets to save data?

Our scenario:
We allow the player to load their own model asset for the player character in runtime (the character asset is in vrm format, which includes skeletal mesh and a bunch of other data). We want to save the loaded assets so the player doesn’t need to load them manually every time opens the game.

Issue:
Using the savegame class can only save metadata like names but not objects like skeletal meshes. We tried to save assets in the original VRM format but re-import them every time loading the save data just took away a too long time.

Long story short, is there any way to save assets like skeleton meshes that are loaded in runtime? It is similar to modding, and it is achievable in unity for sure. Just not sure how to do it in UE4.

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Did you ever solve this?

I currently just save the original file to some folder and load it everytime I boot the program. Haven’t find a good way to save intermediate loaded file.

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I am also trying to save the data imported by users, such as the StaticMesh data imported by the DataSmithRuntime plug-in. I tried to use the serialization function of UObject, but I found that these resources all have very complex data references. The real mesh data does not seem to be stored in the StaticMesh. It is meaningless to serialize the StaticMesh separately. If you implement a set of serialization yourself, it is obviously very troublesome, I wonder if you have any new solutions?